145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

Waiting for Forge to get into any kind of existing state for 1.13 what you'll have to wait for first. Once that's happened it will be possible to start moving IC2 over to 1.13 as well, until then there isn't especially anything that can be done.

Rift lacks any kind of solid API for doing anything as it is right now, just this week they've changed how blocks and items are registered so porting anything to it would be an uphill battle. For smaller mods though Rift is quite an interesting project, it's sort of a midway point between Liteloader and Forge, almost Modloader like. It's certainly not ready for something like IC2 yet though.

145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

Hey Great work on the Gravisuit Mod, unfortunately it does not work for me. Is the Porting still in progress, i love the mod and would love to see it work :).

Porting/Rewriting has been in progress for a good while now, still don't quite like the way things work

145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

Can you please explain how to introduce the recipe? I'm totally lost in IC2 config

You'll want to change it in the Advanced Solars config (advanced_solar_panels.cfg) which you can edit using any text editor like Notepad.

145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

Thanks, but the problem is not disabling Hybrid Solar Panel, is adding the recipe again as said CrossVas "Disabled recipe can be re-added with CraftTweaker or through IC2-recipes itself."

So, first at all, you must open IC2Exp mod's jar file (in my case it is industrialcraft-2-2.8.109-ex112).Then go to assets\ic2\config\ (your path should be industrialcraft-2-2.8.109-ex112.jar\assets\ic2\config\.From assets\ic2\config folder copy the file shaped_recipes.ini into your_minecraft_directory/config/ic2 folder (if you don't have ic2 folder in your config folder, you must create it)After that open shaped_recipes.ini file with any text editor (for best result I'd recommend to use NotePad++ or AkelPad)Put this code* at the bottom of shaped_recipes.inifile.Restart your minecraft.Enjoy.

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So, first at all, you must open IC2Exp mod's jar file (in my case it is industrialcraft-2-2.8.109-ex112).Then go to assets\ic2\config\ (your path should be industrialcraft-2-2.8.109-ex112.jar\assets\ic2\config\.From assets\ic2\config folder copy the file shaped_recipes.ini into your_minecraft_directory/config/ic2 folder (if you don't have ic2 folder in your config folder, you must create it)After that open shaped_recipes.ini file with any text editor (for best result I'd recommend to use NotePad++ or AkelPad)Put this code* at the bottom of shaped_recipes.inifile.Restart your minecraft.Enjoy.

Since I've seen a couple of requests for this might as well make it a little more official. Tiny ComputerCraft addon that means wrapping a nuclear reactor as a peripheral will now have the following methods:

getHeat - The current reactor heat

getMaxHeat - The heat amount the reactor will explode if reached

getRawEnergyOutput - The amount of energy the reactor is producing before converted to EU

getEUOutput - The amount of EU the reactor is producing

isActive - Whether the reactor is current running

isFluidCooled - Whether the reactor is fluid cooled

Wrapping a reactor chamber offers all these methods, and hasReactor - whether the chamber can find the reactor it is attached to

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145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

Since I've seen a couple of requests for this might as well make it a little more official. Tiny ComputerCraft addon that means wrapping a nuclear reactor as a peripheral will now have the following methods:

getHeat - The current reactor heat

getMaxHeat - The heat amount the reactor will explode if reached

getRawEnergyOutput - The amount of energy the reactor is producing before converted to EU

getEUOutput - The amount of EU the reactor is producing

isActive - Whether the reactor is current running

isFluidCooled - Whether the reactor is fluid cooled

Wrapping a reactor chamber offers all these methods, and hasReactor - whether the chamber can find the reactor it is attached to

Overall, I love the idea, but when I wrap a reactor chamber, I can't get any outputs, when I call getEUOutput() on a chamber, I get nil, even though there is a reactor attached. Is it a bug, or 8s this my fault?

Also, one suggestion: could you also make a method to get the tick remaining on the fuel rods? This would possibly be an average...